Showing Highly Rated Posts By Replect.3407:

[Weapon set] slots for each weapon combi (out of combat)

in Suggestions

Posted by: Replect.3407

Replect.3407

EDIT2:
I added an quick mockup version of myself to the text how it could look like!

EDIT:
Rawr Mooseborne have designed a little example how that could look like… So, I didn’t find the time yet to design something by myself, so here is his version, that should give you an idea how it could work!

I would love to see something like this. As an Elementalist I often stick to the same weapon since it’s cumbersome to swap via inventory all the time.

Someone wanted a quick mockup? Anet would obviously come up with something nicer.
Set the weapons from a new tab in the hero panel: http://i.imgur.com/mRpnB.jpg
Choose the sets: http://i.imgur.com/aT6Vm.jpg

One could possibly also have small icons next to swap button near the skill bar, for easy access.

Thank you for that Rawr :-)

Hi,

TL;DR? Just read the bold text! :-)

probably not every class is experiencing issues with too many weapons in the inventory and usability issues when talking about weapon changes out of combat, but at least my warrior would be thankful if he had more usability concerning weapon changes…

Currently you have to watch out for the specific weapon and make sure you put it in the right hand! And if you replace two 1-handed weapons with a 2-handed weapon, at least one of your 1-handed weapons is ending somewhere in your inventory and the next time you need it, you have to search it again or probably sold it at the next vendor by mistake!

So, I’m thinking about specific [weapon set] slots for each possible weapon combination that you could place your weapons in. This could be a own register in the hero menu just for all these weapon combinations (=sets) that your class is able to handle. (like http://i.imgur.com/7mwoo.jpg)
Then make those selectable like you select your utility skills out of combat (the little arrow above those skills). (like http://i.imgur.com/dQTc4.jpg)
Now, if you have placed weapons in (all) your [weapon set] slots, you could just click the little arrow (probably placed on top of the weapon swap icon) when you are out of combat and you get a pop-up with all possible weapon sets as icons (like the skill icons or so), exactly the same way like the utility skill pop-up is working! Select the weapon set of your choice and it replaces the currently activated weapon set…

Additional to that, if we would have those specific weapon sets, it would be great if the weapons wouldn’t take any place in the inventory as long as they are placed in those slots. But that would just be a little bonus! :-)

So, with both of this, you would have a more clean inventory and primary more usability!

Hope that was understandable and reasonable, if not, don’t hesitate to ask :-)

Thanks,
Rep

Side note:
For those that don’t know about what the warrior has to carry around for most flexibility:

2 axes (main-/off-hand)
2 swords (main-/off-hand)
2 maces (main-/off-hand)
1 shield (off-hand)
1 warhorn (off-hand)
1 hammer (2-handed)
1 greatsword (2-handed)
1 rifle (2-handed)
1 longbow (2-handed)
= 12 weapons you have to keep track of between all the other items in your inventory

Anyway, that isn’t the main part here, for me it was more the thing with the weapon changes out of combat and the usability for everyone, not just a single class!

(edited by Replect.3407)

Since last patch: 99% GPU load / FPS lags

in Account & Technical Support

Posted by: Replect.3407

Replect.3407

From what I hear a couple of posts here seem to be kind of a different performance issue.

I probably wasn’t clear enough within my OP (I already edited it), but what I explained isn’t all the time, it’s present in specific situations… That’s why I attach all these screenshots, because they show the exact spot and camera view where I experience this. There are more spots than I posted here, but sometimes they are within a fight and it’s tough to get the right screenshot to make sure I don’t provide a misleading one (Misleading, because I certainly hope that someone from ArenaNet is looking in to that and hopefully gets figured out the connections of all the situations on the screenshots I’m providing)…
And the weird thing is that I don’t even see the low FPS as a number, it just feels stuttering and I can see the heavy GPU load within MSI Afterburner then.

And as said, with “last patch” I mean the one before the most current, I mean the one 5 days ago now, not one weeks or even months ago… But who knows, probably your issues are connected to the ones I’m experiencing since these 5 days, at least to some degree… Hmmm

EDIT: And while leveling my 5th twink in Metrica Province, I just had enougher spot.

EDIT 2: In that area there seems to be additional spots causing that issue for me since these 5 days

EDIT 3: Ok, within that area I could do dozens of screenshots where that is happening, but as written in my following post, the GPU load is very high around here anyway… But that’s for sure, it wasn’t before that patch!

Attachments:

(edited by Replect.3407)

Since last patch: 99% GPU load / FPS lags

in Account & Technical Support

Posted by: Replect.3407

Replect.3407

Hi,

I already wanted to put that topic in the “Game Bug” area, because I have the feeling it is related to the last patch. My system is absolutely the same since weeks. No changes in any settings, not in Guild Wars 2, not in Nvidia setup or somewhere else, no other updates or drivers since weeks (there aren’t any newer ones).

My system:
Win 7 64bit
Intel Core i7 3770K
GTX 580
16GB Memory
Solid State Drive (GW2 on it)

So, since the last patch (from yesterday? At least I downloaded it yesterday morning…) I experience kind of FPS lags or stuttering or how you want to call it (I don’t see the actually FPS drop when looking at the FPS number in the options, but when I move the camera it’s the effect is like it would load stuff from the storage drive in the memory, kind of the same effect if you rotate the camera on a map the first time).
To be clear, it’s not all the time, it’s in specific situations! And in those situations I can actually hear how the FAN of my GPU increases RPM and I can see heavy GPU load (99%) then (within MSI Afterburner). I initially recognized that within some fights somewhere in Tyria and later I experienced it within 2 jumping puzzles in specific locations… I definitely didn’t have that before and I’m playing since launch!


About the screens
First location is Lornar’s Pass JP (the one up on the hills)…
The other location is one of the JP in Lion’s Arch (pirate one)…
All the screens are showing views which cause the behavior since the last patch…
If I turn the camera in specific directions it’s probably running good/better again…
———————————————-

I hope to get that figured out and that you understood what I’m talking about.
I tried to make a video of it, but because of the caused heavy GPU load the video capturing just shows single frames each 2-3 seconds or so in those situations…

I already re-installed graphics driver and repaired my GW2.dat, just to be sure, but no changes whatsoever… But as said, my system actually didn’t change at all. The only new thing is the GW2 patch…

EDIT:
That said, I streamed before that issue already dozens of hours and the performance was always good, even while streaming… Now, streaming is kind of impossible because the GPU load is that high, at the latest in all the spots I provided the last days… And as said, with GPU load at 99%, the stream will just show 1 frames per 3-4 seconds…

EDIT 2:
Reflections seem to push the GPU load like crazy since that patch…
Set it to None and I get for example 30-40% GPU load without much or at all stuff that would reflect. Set it to All at the same spot with the same camera angle and I get up to 90+% GPU load! That’s insane I think…

That’s it, Thanks…
Rep

Attachments:

(edited by Replect.3407)

[Suggestion] Not ONE should have to bear the costs for WvW upgrades

in Suggestions

Posted by: Replect.3407

Replect.3407

Hi,

shouldn’t there be a way to upgrade WvW camps/towers/keeps without the necessity to have ONE player paying all the money/karma!

There should be a kind of money/karma bank for each base upgrade.

Example:

- Upgrading a keep with a waypoint does cost 75 silver and 500 karma

Currently there is ONE player that has to pay 75 silver and 500 karma.
Only way to not bear the costs alone is to make people send you some money by mail. And you likely will agree, this is a question of confidence, what isn’t that easy if it’s a foreign person for someone!

Now imagine there is a bank for this waypoint upgrade!
Player 1 is able to suffer 20 silver, so he puts that in this upgrade bank!
Player 2 is able to suffer 5 silver and 300 karma, so he puts that in this upgrade bank that now carries 25 silver and 300 karma!
To make the example not longer than necessary, let’s say Player 3 feels good today and pays the rest of 50 silver and 200 karma!
Right after he did that, the upgrade is going to get built, obviously as far as supply is existing!

Certainly nobody should be able to take the money out of that upgrade bank (or just the money you put in by yourself, as long as it isn’t in production!), probably there is a better word than bank, but this isn’t the point here!

I think it will be more of a team effort that way and players will be willing to pay for those upgrades more than they are probably be willing to pay at the moment!

That’s it, Thanks for listening,
Rep

(edited by Replect.3407)

World XP for rezzing

in WvW

Posted by: Replect.3407

Replect.3407

Hi there,

I’m kind of surprised that this isn’t already the case, but rezzing someone should give some World XP, just like you get normal XP as well. It shouldn’t be much, but a little bit before people think: The time it takes to rezz that guy, I could tag some more enemies instead for World XP!

Not that much that players think it’s worth to let people go down instead of keeping them up get help in the fight, but as said, at least a bit!

That’s it…

Rep

#Abridged, Improved Combat System!

in Suggestions

Posted by: Replect.3407

Replect.3407

I’m back, but don’t be afraid, I try to do it right in the first place!

So, I want to say something about this:

- Redo the weapon skill system: make the left side of the bar customizable.

  • -Add 2 new skills for each slot, for each weapon. 58 new skills per class.
    >The ideas is that each slot can be chosen to have a skill that reflects a specific quality: such as Damage, Control or Support.
    >Although control does not necessarily mean immobilization, an support does not mean a solid heal.

>For example, a sword is currently setup for conditions. You would be able to instead, set it up for more of a support role with Melandru’s Strike which grants buff/heal, or Igneous Rage which may grant a small daze.

I’m all for it when talking about more options when you equip one of your weapons, but I think the weapon and its skills should still be tied to their current goal!
So, if you see someone with mace/shield and hammer, you should know what to expect when talking about his role. Like: Ok, this guy is coming with some heavy CC!

So, that’s my disagreement with that, but I like your approach with your so called MESA system… So, with keeping the goal of the skills, but still giving options in a way like you try it with your MESA system, I would think about, the hammer skills you can select from, should still be defensive/supportive skills like dazes, weakness or crippling, but the way of execution is the main thing you could choose from.

An simply example would be let’s say the warrior hammer skill Backbreaker:
This knocks down your foe for currently 2 seconds.

Now let’s have a look about what the alternative skills could look like:

Backbreaker (Movement way)
You leap to your foe and knock your foe down for 1,2 seconds (or whatever is balanced)

Backbreaker (Effect way)
Probably what it currently is, 2 seconds knock down

Backbreaker (Survival way)
You hold your hammer up for 1,5 seconds to block the next (melee) attack, with a knock down of 0,5 seconds if you blocked

Backbreaker (Active way)
You knock your foe down for just 0,5 seconds, but the skill has a shorter recharge time

I didn’t took the damage or such things into account, I just wanted to explain what I mean with keep the role, give options about the execution!

What do you think? I mean, I see that this isn’t what you try to accomplish with your MESA system, because you want to put each weapon into one of those, but I hope you got my point…

(edited by Replect.3407)

We need Outward Scaling, not just Upward.

in Dynamic Events

Posted by: Replect.3407

Replect.3407

the only challange you get is to hit every mob befor they get downed….

Unfortunately this is really pretty close to how it is working in all the events… :-/

Reduce mob density and respawn rate

in Suggestions

Posted by: Replect.3407

Replect.3407

I mentioned this already several times (plus some suggestions how to re-design the system, a little more innovative one), plus the really small comfort zone (the radius before they reset)… It can really get annoying! But I never got the attention I think it should have gotten!

So, I have to agree! Not for Orr, in general!

(edited by Replect.3407)

New Culling Trial (Ended)

in WvW

Posted by: Replect.3407

Replect.3407

I think everyone appreciate your effort in improving culling, but no matter what you gonna do… The one and only good (and actually acceptable) solution is no invisible allies nor enemies at all when you are done with that culling topic, at least the player should have the control about if and how many would be shown concurrently! Yes, I know it’s not just a client side thing, but what about games like Planetside 2 and even older games that are/were capable of handling many, many players on one screen, also on server side…
Yeah, that’s easy to say, I know, but I still hope that this is your goal in the end, no matter how long it takes. Thank you again for your most likely hard work and I cross my fingers to get THE solution in the future…

Concerning your current interim change, I can’t give any feedback, because I haven’t find time to play yet.

(edited by Replect.3407)

Since last patch: 99% GPU load / FPS lags

in Account & Technical Support

Posted by: Replect.3407

Replect.3407

Are there really just a few experiencing that or is it just that many don’t recognize it, even if it’s present… I haven’t been in a dungeon since the last patch, but I will most likely be in the Molten Facility Dungeon tonight, which ran smoothly all the runs I did so far… I will find out if that causes this weird FPS lags (or whatever) and the heavy GPU load after that patch as well.

The Quality of ArenaNet European Servers - Lag

in Suggestions

Posted by: Replect.3407

Replect.3407

Unfortunately I have to agree!

I’m in germany, playing on Desolation (EU) and have no problem whatsoever with anything but Guild Wars 2 lags from time to time.
I have 32Mbit internet, forward all necessary ports (just to be sure) and there is nothing else taking bandwith when I play the game, so…

It wasn’t that bad the last two days (at least for me, heart different things from guild friends), but especially in WvW or big PvE groups there have been times since release where it really started to getkittenannoying and I just did quit the game because I just couldn’t enjoy it anymore. You can actually read about lags from other players in chat or from guild members as well, so it’s not an single user problem.
My biggest lag these days was actually in a story mission where I was alone and it wasn’t really much going on on my screen, but I had lags of 3-4 seconds. My guild experienced similar things in other content areas at the same time.

I love the game, but I have a lot of things that I think have to get fixed or improved (i.e. event difficulty), but for me lags are currently the biggest concern! If you have a bugged event or something like that, leave it alone and it won’t hurt you that much, but lags, you can’t run away from them!
A game that is about combat and reaction, skills that trigger delayed or not at all, that’s just a no-go!

So, whatever is necessary to provide us with a lag-free experience, I’m all for it! But to some degree I think we are alone with that philosophie…

[Weapon set] slots for each weapon combi (out of combat)

in Suggestions

Posted by: Replect.3407

Replect.3407

Yeah, this way you could change your current active weapon set within a second without messing around with the inventory at all! Sure, just if you have your weapons placed in the specific weapon set slot, but this is something that the game can’t (or actually shouldn’t) do for you! :-)
And if it doesn’t take a slot in the inventory anymore, because you placed it in the weapon set slot of your choice, you don’t have to mess around with a probably full inventory and the “what was my weapon, and what was just fresh loot” stuff that happens.
And it would fit well into the overall usability of the UI in general, nothing out of the way with the little arrow on top of the weapon swap icon out of combat…

Fun doesn't have to be hard

in Suggestions

Posted by: Replect.3407

Replect.3407

I have to disagree!

Those others that disagreed are kind of giving many points for the disagreement…
Especially: Easy games aren’t satisfying… Probably in the first play-through, because of the exploration, story, atmosphere and such things.. In general: Because it’s new.
But in the long run, content that is challenging every time is what makes the difference and what keeps many players playing the game. And such content is just not present enough (yet), at least not in the open PvE world for lvl 80s…
Sure, there are certainly exceptions, but the word exception alone says that there can’t be much of that kind in a game…

Please, stop creating threads about the same topics all over the place!

in Suggestions

Posted by: Replect.3407

Replect.3407

Hi,

when I scroll through all the threads, I’ve the feeling it’s getting worse and worse in here! There are so many threads about the same topic and people start new ones every day.
This should really stop, because that will help nodody! It’s hard to keep track of what’s going on in here and therefor will most likely slow down ArenaNet working through all that stuff!

If you have something you think it is worth talking about, use the search function and make sure that there is no similar thread before you start a new one!
A single push of a thread that probably got lost in the dark here, can be revived through that push and the discussion can continue to grow on that what was already told in there. With a new thread, you most likely will get the same discussion over and over again and just slow down any progress…

So, TL;DR: Stop flooding the forum with the same topics over and over again!

Thanks for listening,
Rep

(edited by Replect.3407)

[Mini-games] Party-join

in Suggestions

Posted by: Replect.3407

Replect.3407

Hi,

well, currently the game is lacking with mini-games anyway, but after playing Keg Brawl for a couple of rounds and enjoying it a lot…. I’m kind of sad that I was never able to join the same game/team with my party member(s)?

So, is this intended or kind of a bug? No matter what, I would really like to see a working party-join function with those mini-games (whatever will come in the future)!

That’s it…

Thanks for listening,
Rep

[Weapon set] slots for each weapon combi (out of combat)

in Suggestions

Posted by: Replect.3407

Replect.3407

Well, Derpinators words are probably more what build templates would look like, but in general I would really appreciate things that would make it easier to change weapons/traits out of combat!

But to be clear, I don’t want to see that stuff in sPvP, I think the build should be locked there anyway! Whatever, that is another topic…

I just saw one human player hold the Gate of Arah after all Pact npcs have been killed.

in Dynamic Events

Posted by: Replect.3407

Replect.3407

Just one more of many, many examples that show that events really lack of any challenge!

Return of the [Aura around targeted encounter] - Instead of the circle

in Suggestions

Posted by: Replect.3407

Replect.3407

Hi,

the ones of you that are keeping track of Guild Wars 2 since the first days of footage probably remember those aura around the target.

Example:
Friendly Player Aura
Enemy Aura

It’s actually still in the game in a less obvious way if you hover the mouse over an character, but that just as a little side information that you could check out.

I’m really missing it, they were really the better solution to keep track of your target in my opinion and that was actually the point why ArenaNet was defending it for quite a long time against players that complained about immersion breaking because of this aura!

After the first screens came out with the circle on the ground I and everyone else that loved the aura thought it would just be an optional thing, but we all know how it came out!

When there are a lot of mobs/players around, there are quite often times where it is hard to keep track of your target, especially if you change it with TAB or so… The circle on the ground doesn’t provide the necessary attention when there are so many effects and foots on the ground!

TL;DR:
Anyway, I really, really would like to see this aura around the targeted encounter back in the game as an optional thing! And I really hope I’m not alone with that!?

That’s it,
Rep

We need Outward Scaling, not just Upward.

in Dynamic Events

Posted by: Replect.3407

Replect.3407

Well, I won’t applause before I experienced that changed bridge repair event by myself, but it sounds like it’s moving in the right direction.

Events really need a boost, especially with many players around… They bring really no challenge at the moment! At least 95% of them…

Game Improvement - Suggestions

in Suggestions

Posted by: Replect.3407

Replect.3407

Improve event scaling
Most of the events are getting no-brainers with too many players around.
That means, being in those events, you are actually have to be happy to get damage of the encounter(s) with that many players around!
I’ve been in boss fights (even in big ones like against the Shatterer) without taking any damage at all! Not because I was playing well, I wasn’t dodging or moving around, nor using defensive skills… For example, I stood at the foot of the Shatterer for 15 minutes until it died without doing anything than spamming my 1 and 2 skills of my warrior greatsword, taking no damage at all!

So, it’s not about having a big challenge all the time, but events with a lot of players are just zerg fests without any tactic involved, not at all!
Yeah, they are probably still fun for a few times (well, my experience with the Shatterer wasn’t fun, I was shocked!), but that won’t last for long!

(edited by Replect.3407)

downscaling not working

in Bugs: Game, Forum, Website

Posted by: Replect.3407

Replect.3407

Because your performance should depend on your skill, and not on some numbers doing the work for you?

[Wall of Text]

I also think spawn rates should be much, much lower in most areas, though. It’s very annoying to see enemies respawn 10 or 20 seconds after you’ve killed them (often popping out of thin air, right on top of you). It’s unrealistic, immersion-breaking, and, makes you feel that all your “work” was in vain.

I have to agree for about 100 percent with your post!

I always was hoping that the actual existing character level was more to give milestones in your progress that opens new doors for you, without closing those behind you (metaphor)!
I always have to think about that they in the beginning thought about the game having no levels at all, but in the end decided to include that in the game as a progress bar instead of a “power” bar…

There are enough MMOs out there where your level decides which content is worth playing (not from loot perspective, from challenge perspective)… GW2 wants to be different and wants the whole world to be endgame! This won’t work if they don’t evolve/change at least the scaling system…

(edited by Replect.3407)

Evolving the world, what about difficulty?

in Guild Wars 2 Discussion

Posted by: Replect.3407

Replect.3407

Hi,

I know a lot of people that don’t care about all the zones with their level 80 characters, especially the ones below 80.

Reason for that are two major concerns, the rewards (a point they are working on, if you take the blog post into account), but also the difficulty when you explore the world. If you don’t play content that is above your level (what isn’t really possible when you hit level 80), everything (or at least 80-90 percent) gets kind of trivial/easy mode. You don’t 1 shot things, but you certainly aren’t very challenged.
For me that is without even having to think about the bigger concern than the actual reward issue.
I’m not doing what I’m doing for the reward primary, I’m there to enjoy the time/way that brings me to any kind of reward… And a reward can also be to win a challenging/interesting/at least not easy fight/event, it hasn’t to be something that you find in your inventory! (Did someone say Dark Souls!)
Yeah, there are a few harder/challenging events, but if the hole world should be endgame, playground, also for level 80 characters, you should consider to improve the challenge/difficulty of the game overall.

Additional to that you could give the players the option to get down-scaled even more for more difficulty. That would effect just that player, so it’s kind of his own choice! That doesn’t make it automatically more interesting (just increasing/decreasing numbers makes a fight harder/easier, but that is nothing related to something being interesting, dynamical or so automatically!), but at least gives the player the option to choose his difficulty to some degree.
Build on that you can improve the rewards when someone takes the challenge to be down-scaled that much!

TL;DR: Rewards are a big point when talking about “Give the player reasons to visit zones of every level”, but if the content in those zones is way to trivial/easy for someone that is level 80, the way to the reward won’t be the reason to visit zones, and shouldn’t the way be the reason to do something?
So, they really should consider to improve this part of the game as well!

For me it isn’t clear if that is part of what they want to do with “evolve the existing world”, but I thought I should make aware of it! Because that is actual my biggest concern at the moment when I explore the world with my level 80 character!

Thanks,
Replect

Evolving the world, what about difficulty?

in Guild Wars 2 Discussion

Posted by: Replect.3407

Replect.3407

I mentioned Dark Souls not because that is the difficulty level to go, just that the reward of games can be more than the loot at the end!

Sure, the implementation isn’t bad, but the down-scaling system alone has so much more potential…

It’s certainly difficult to make all players happy, obviously there are those that are fine with the difficulty, but all the guys I know that stopped playing for now (actual casual players) did that because of this primary…

(edited by Replect.3407)

Do you think events should increase in difficulty?

in Dynamic Events

Posted by: Replect.3407

Replect.3407

Whatever the best solution is, I really hope ArenaNet is looking into that!

Some feedback from one of them would be quite nice and welcome!

The Shatterer - In my opinion.

in Dynamic Events

Posted by: Replect.3407

Replect.3407

Well, I’m really enjoying Guild Wars 2, but the events without not really bringing any challenge to the table in 95 percent of the time, mostly being no-brainers… Beside lags and other smaller issues, this event problem kind of annoys me!

I had the same feeling with the Shatterer and similar feeling with for example Jormag… The presentation is nice, but the mechanics and challenge isn’t there or just don’t work as it should… I stood at the foot of the Shatterer for 15 minutes, spamming skill 1 and 2 of the greatsword (Warrior as well) – as far as lag let me use them -, doing nothing else and got exactly 0 damage till the end! I was shocked!

Events in general need certainly better scaling with more players. It’s nice if some events are just easy to handle for everybody, but currently every event I experienced till 80 was kind of a no-brainer with a lot of players around…